When working with meshes what you generally want is is quads, not triangles. The reason is that quads form nice closed loops.
Further more you would only allow quads to meet in 3, 4, or 5 edges per vertex. The 4 edges per vertex is the "normal" case that most of your mesh should have, it causes a regular grid of parabolic (euclidian) geometry with neutral curvature. Then patches of these meet in vertices with 3 edges to make it elliptic geometry with positive curvature or 5 edges to make it hyperbolic geometry with negative curvature.
You can ignore all of these and just randomly connect nearest neighbors to form triangles. But, then you still have only geometry, no useful topology, so not any better than a point cloud. A good topology is necessary for texturing, skinning, animation etc.
Sure. I (mostly) knew all that. I was specifically asking why you said "thy are full of n-gons" - my understanding of the terminology seems to be different to yours in that "n-gons" means "5 or more sides on a face". i.e. not a tri or a quad.
Mate I really don't know how to help you but even on the examples in the pdf there are clearly n-gons. In 5 of my 10 test there were n-gons. There are always starfishes with 5 or more connected verts. If you want to nitpick on the wording go ahead but these meshes are shite.
I wasn't picking a fight or scoring points. This isn't Reddit and I'm a grown adult. I'm trying to understand what you're saying and maybe learn something in the process.
> In 5 of my 10 test there were n-gons. There are always starfishes with 5 or more connected verts.
Ok. So you are basing your definition on the number of edges that meet at a vertex. My understanding was that the important metric was "number of edges on a given face"